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In August 1863, during Kit Carson’s roundup of the Navajo, Santa Fe’s Provost Marshal, Major Joseph Cummings, is found dead in an arroyo near what is now the Hubbell Trading Post in Ganado, Arizona. The murder, as well as the roughly million of today’s dollars in cash and belongings in his saddlebags, is historically factual. Carson’s explanation that he was shot by a lone Indian, which, even today, can be found in the U.S. Army Archives, is implausible. Who did kill Carson’s “brave and lamented” Major? The answer is revealed in this tale of a group of con artists operating in 1861–1863 in the New Mexico and Arizona Territories. As a matter of historical fact, millions of tod...
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The challenges of teaching history are acute where we consider the world history classroom. Generalized world history courses are a part of many, if not most, K-12 curricular frameworks in the United States. While United States history tends to dominate the scholarship and conversation, there are an equally wide number of middle-level and secondary students and teachers engaged in the study of world history in our public schools. And the challenges are real. In the first place, if we are to mark content coverage as a curricular obstacle in the history classroom, generally, then we must underscore that concern in the world history classroom and for obvious reasons. The curricular terrain to c...
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Presents the history of football, describes the rules of the game, and profiles notable players and coaches from the National Football League throughout history.
This book explores the connections between comics and Gothic from four different angles: historical, formal, cultural and textual. It identifies structures, styles and themes drawn from literary gothic traditions and discusses their presence in British and American comics today, with particular attention to the DC Vertigo imprint. Part One offers an historical approach to British and American comics and Gothic, summarizing the development of both their creative content and critical models, and discussing censorship, allusion and self-awareness. Part Two brings together some of the gothic narrative strategies of comics and reinterprets critical approaches to the comics medium, arguing for an holistic model based around the symbols of the crypt, the spectre and the archive. Part Three then combines cultural and textual analysis, discussing the communities that have built up around comics and gothic artifacts and concluding with case studies of two of the most famous gothic archetypes in comics: the vampire and the zombie.